Homebrew Firenewt Species Details
THIS IS NONCORE D&D MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing.
Heat Seekers. All firenewts have an immunity to heat, and actually require it to survive. Prolonged time without hot water can be harmful to Firenewts. Because of this, they tend to settle around oceans with heat vents as well as volcanos.
Religious Militants. A large portion of firenewt society is based around their worship of Imix, the Prince of Evil Fire. While evil to some, they have always thought themselves as touched by him, and they see him as a protector and a benefactor.
Firenewt Traits
Your firenewts character has an assortment of inborn abilities due to your firenewt's physiology.Ability Score Increase
Your Constitution score increases by 2 and your Charisma and Dexterity score both increase by 1.
Age
Firenewts mature to adulthood in a single year, but have been known to live up to 50 years.
Alignment
Most Firenewts are lawful, due to their religious upbringing. They tend toward evil as well, coming from a culture where war is celebrated, and prisoners are not often kept.
Size
Firenewts stand between 3 ½ and 5 feet tall and average about 45-70 pounds. Your size is Small or Medium. (Decide when you select this race)
Scalding Presense
You have proficiency in the Intimidation skill.
Speed
Your base walking speed is 30 feet.
Amphibious
You can breathe air and water.
Fire Immunity
You’re immune to fire damage.
Molten Skin
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 14 Constitution saving throw or take 2d4 fire damage.
You may also cast Hellish Rebuke at its lowest level a number of times a day equal to your proficiency bonus. Your spellcasting modifier for this spell is Constitution.
Spit Fire
You can cast the cantrip Produce Flame at will. When you do so, your skin glows, and if you should choose to attack with the spell, the flame comes out from your mouth. The duration when you cast this spell is 8 hours, and your spellcasting modifier for it is Constitution.
Hot Water Dependency
If you fail to immerse yourself in water for at least 1 hour during a course of 7 days, you suffer one level of exhaustion at the end of the 7th day, and another level at the end of each subsequent day that you fail to do so. You can only recover from this exhaustion through magic or by immersing yourself in scalding water for at least 1 hour for each level of exhaustion.
Languages
You can speak, read, and write Draconic and Ignan.
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